diff options
author | Juan Linietsky <reduzio@gmail.com> | 2014-02-09 22:10:30 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2014-02-09 22:10:30 -0300 |
commit | 0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac (patch) | |
tree | 276c4d099e178eb67fbd14f61d77b05e3808e9e3 /servers/visual/visual_server_raster.h | |
parent | 0e49da1687bc8192ed210947da52c9e5c5f301bb (diff) |
GODOT IS OPEN SOURCE
Diffstat (limited to 'servers/visual/visual_server_raster.h')
-rw-r--r-- | servers/visual/visual_server_raster.h | 1112 |
1 files changed, 1112 insertions, 0 deletions
diff --git a/servers/visual/visual_server_raster.h b/servers/visual/visual_server_raster.h new file mode 100644 index 0000000000..f0b3a2d13c --- /dev/null +++ b/servers/visual/visual_server_raster.h @@ -0,0 +1,1112 @@ +/*************************************************************************/ +/* visual_server_raster.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#ifndef VISUAL_SERVER_RASTER_H +#define VISUAL_SERVER_RASTER_H + + +#include "servers/visual_server.h" +#include "servers/visual/rasterizer.h" +#include "balloon_allocator.h" +#include "octree.h" + +/** + @author Juan Linietsky <reduzio@gmail.com> +*/ + + +class VisualServerRaster : public VisualServer { + + + enum { + + MAX_INSTANCE_CULL=8192, + MAX_INSTANCE_LIGHTS=4, + LIGHT_CACHE_DIRTY=-1, + MAX_LIGHTS_CULLED=256, + MAX_ROOM_CULL=32, + MAX_EXTERIOR_PORTALS=128, + INSTANCE_ROOMLESS_MASK=(1<<20) + + + }; + + struct Room { + + bool occlude_exterior; + BSP_Tree bounds; + Room() { occlude_exterior=true; } + }; + + + BalloonAllocator<> octree_allocator; + + struct OctreeAllocator { + + static BalloonAllocator<> *allocator; + + _FORCE_INLINE_ static void *alloc(size_t p_size) { return allocator->alloc(p_size); } + _FORCE_INLINE_ static void free(void *p_ptr) { return allocator->free(p_ptr); } + + }; + + struct Portal { + + bool enabled; + float disable_distance; + Color disable_color; + float connect_range; + Vector<Point2> shape; + Rect2 bounds; + + Portal() { enabled=true; disable_distance=50; disable_color=Color(); connect_range=0.8; } + }; + + + struct Camera { + + enum Type { + PERSPECTIVE, + ORTHOGONAL + }; + Type type; + float fov; + float znear,zfar; + float size; + uint32_t visible_layers; + bool vaspect; + RID env; + + Transform transform; + + Camera() { + + visible_layers=0xFFFFFFFF; + fov=60; + type=PERSPECTIVE; + znear=0.1; zfar=100; + size=1.0; + vaspect=false; + + } + }; + + + struct Instance; + typedef Set<Instance*,Comparator<Instance*>,OctreeAllocator> InstanceSet; + struct Scenario; + + struct Instance { + + enum { + + MAX_LIGHTS=4 + }; + + RID self; + OctreeElementID octree_id; + Scenario *scenario; + bool update; + bool update_aabb; + Instance *update_next; + InstanceType base_type; + + RID base_rid; + + AABB aabb; + AABB transformed_aabb; + uint32_t object_ID; + bool visible; + bool cast_shadows; + bool receive_shadows; + bool visible_in_all_rooms; + uint32_t layer_mask; + float draw_range_begin; + float draw_range_end; + float extra_margin; + + + Rasterizer::InstanceData data; + + + Set<Instance*> auto_rooms; + Set<Instance*> valid_auto_rooms; + Instance *room; + List<Instance*>::Element *RE; + bool exterior; + + uint64_t last_render_pass; + uint64_t last_frame_pass; + + uint64_t version; // changes to this, and changes to base increase version + + InstanceSet lights; + bool light_cache_dirty; + + struct RoomInfo { + + Transform affine_inverse; + Room *room; + List<Instance*> owned_geometry_instances; + List<Instance*> owned_portal_instances; + List<Instance*> owned_room_instances; + List<Instance*> owned_light_instances; //not used, but just for the sake of it + Set<Instance*> disconnected_child_portals; + Set<Instance*> owned_autoroom_geometry; + uint64_t last_visited_pass; + RoomInfo() { last_visited_pass=0; } + + }; + + struct PortalInfo { + + Portal *portal; + Set<Instance*> candidate_set; + Instance *connected; + uint64_t last_visited_pass; + + Plane plane_cache; + Vector<Vector3> transformed_point_cache; + + + PortalInfo() { connected=NULL; last_visited_pass=0;} + }; + + struct LightInfo { + + RID instance; + int light_set_index; + uint64_t last_version; + uint64_t last_add_pass; + List<RID>::Element *D; // directional light in scenario + InstanceSet affected; + float dtc; //distance to camera, used for sorting + + + LightInfo() { + + D=NULL; + light_set_index=-1; + last_add_pass=0; + } + }; + + struct ParticlesInfo { + + RID instance; + }; + + + RoomInfo *room_info; + LightInfo *light_info; + ParticlesInfo *particles_info; + PortalInfo * portal_info; + + + Instance() { + octree_id=0; + update_next=0; + object_ID=0; + last_render_pass=0; + last_frame_pass=0; + light_info=0; + particles_info=0; + update_next=NULL; + update=false; + visible=true; + cast_shadows=true; + receive_shadows=true; + data.depth_scale=false; + data.billboard=false; + data.billboard_y=false; + version=1; + room_info=NULL; + room=NULL; + RE=NULL; + portal_info=NULL; + exterior=false; + layer_mask=1; + draw_range_begin=0; + draw_range_end=0; + extra_margin=0; + visible_in_all_rooms=false; + + light_cache_dirty=true; + + } + + ~Instance() { + + if (light_info) + memdelete(light_info); + if (particles_info) + memdelete(particles_info); + if (room_info) + memdelete(room_info); + if (portal_info) + memdelete(portal_info); + }; + }; + + struct _InstanceLightsort { + + bool operator()(const Instance* p_A, const Instance* p_B) const { return p_A->light_info->dtc < p_B->light_info->dtc; } + }; + + struct Scenario { + + + ScenarioDebugMode debug; + RID self; + // well wtf, balloon allocator is slower? + typedef ::Octree<Instance,true> Octree; + + Octree octree; + + List<RID> directional_lights; + RID environment; + + Instance *dirty_instances; + + Scenario() { dirty_instances=NULL; debug=SCENARIO_DEBUG_DISABLED; } + }; + + + + + + struct CanvasItem { + + struct Command { + + enum Type { + + TYPE_LINE, + TYPE_RECT, + TYPE_STYLE, + TYPE_PRIMITIVE, + TYPE_POLYGON, + TYPE_POLYGON_PTR, + TYPE_CIRCLE, + TYPE_TRANSFORM, + TYPE_BLEND_MODE, + TYPE_CLIP_IGNORE, + }; + + Type type; + }; + + struct CommandLine : public Command { + + Point2 from,to; + Color color; + float width; + CommandLine() { type = TYPE_LINE; } + }; + + struct CommandRect : public Command { + + Rect2 rect; + RID texture; + Color modulate; + Rect2 source; + uint8_t flags; + + CommandRect() { flags=0; type = TYPE_RECT; } + }; + + struct CommandStyle : public Command { + + Rect2 rect; + RID texture; + float margin[4]; + float draw_center; + Color color; + CommandStyle() { draw_center=true; type = TYPE_STYLE; } + }; + + struct CommandPrimitive : public Command { + + Vector<Point2> points; + Vector<Point2> uvs; + Vector<Color> colors; + RID texture; + float width; + + CommandPrimitive() { type = TYPE_PRIMITIVE; width=1;} + }; + + struct CommandPolygon : public Command { + + Vector<int> indices; + Vector<Point2> points; + Vector<Point2> uvs; + Vector<Color> colors; + RID texture; + int count; + + CommandPolygon() { type = TYPE_POLYGON; count = 0; } + }; + + struct CommandPolygonPtr : public Command { + + const int* indices; + const Point2* points; + const Point2* uvs; + const Color* colors; + RID texture; + int count; + + CommandPolygonPtr() { type = TYPE_POLYGON_PTR; count = 0; } + }; + + struct CommandCircle : public Command { + + Point2 pos; + float radius; + Color color; + CommandCircle() { type = TYPE_CIRCLE; } + }; + + struct CommandTransform : public Command { + + Matrix32 xform; + CommandTransform() { type = TYPE_TRANSFORM; } + }; + + struct CommandBlendMode : public Command { + + MaterialBlendMode blend_mode; + CommandBlendMode() { type = TYPE_BLEND_MODE; blend_mode = MATERIAL_BLEND_MODE_MIX; }; + }; + struct CommandClipIgnore : public Command { + + bool ignore; + CommandClipIgnore() { type = TYPE_CLIP_IGNORE; ignore=false; }; + }; + + RID parent; // canvas it belongs to + List<CanvasItem*>::Element *E; + Matrix32 xform; + bool clip; + bool visible; + bool ontop; + float opacity; + float self_opacity; + MaterialBlendMode blend_mode; + RID viewport; + + mutable bool custom_rect; + mutable bool rect_dirty; + mutable Rect2 rect; + + Vector<Command*> commands; + Vector<CanvasItem*> child_items; + + const Rect2& get_rect() const; + void clear() { for (int i=0;i<commands.size();i++) memdelete( commands[i] ); commands.clear(); clip=false; rect_dirty=true;}; + CanvasItem() { clip=false; E=NULL; opacity=1; self_opacity=1; blend_mode=MATERIAL_BLEND_MODE_MIX; visible=true; rect_dirty=true; custom_rect=false; ontop=true; } + ~CanvasItem() { clear(); } + }; + + + + struct Canvas { + + Set<RID> viewports; + struct ChildItem { + + Point2 mirror; + CanvasItem *item; + }; + + + Vector<ChildItem> child_items; + + int find_item(CanvasItem *p_item) { + for(int i=0;i<child_items.size();i++) { + if (child_items[i].item==p_item) + return i; + } + return -1; + } + void erase_item(CanvasItem *p_item) { + int idx=find_item(p_item); + if (idx>=0) + child_items.remove(idx); + } + + Canvas() { } + + }; + + + + struct Viewport { + + RID self; + RID parent; + + VisualServer::ViewportRect rect; + RID camera; + RID scenario; + RID viewport_data; + + RenderTargetUpdateMode render_target_update_mode; + RID render_target; + RID render_target_texture; + + bool hide_scenario; + bool hide_canvas; + bool transparent_bg; + + bool queue_capture; + Image capture; + + bool rendered_in_prev_frame; + + struct CanvasKey { + + int layer; + RID canvas; + bool operator<(const CanvasKey& p_canvas) const { if (layer==p_canvas.layer) return canvas < p_canvas.canvas; return layer<p_canvas.layer; } + CanvasKey() { layer=0; } + CanvasKey(const RID& p_canvas, int p_layer) { canvas=p_canvas; layer=p_layer; } + }; + + struct CanvasData { + + Canvas *canvas; + Matrix32 transform; + int layer; + }; + + Matrix32 global_transform; + + Map<RID,CanvasData> canvas_map; + + SelfList<Viewport> update_list; + + Viewport() : update_list(this) { transparent_bg=false; render_target_update_mode=RENDER_TARGET_UPDATE_WHEN_VISIBLE; queue_capture=false; rendered_in_prev_frame=false;} + }; + + SelfList<Viewport>::List viewport_update_list; + + Map<RID,int> screen_viewports; + + struct CullRange { + + Plane nearp; + float min,max; + float z_near,z_far; + + void add_aabb(const AABB& p_aabb) { + + + } + }; + + struct Cursor { + + Point2 pos; + float rot; + RID texture; + Point2 center; + bool visible; + Cursor() { + + rot = 0; + visible = false; + }; + }; + + Rect2 canvas_clip; + Color clear_color; + Cursor cursors[MAX_CURSORS]; + RID default_cursor_texture; + + static void* instance_pair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int); + static void instance_unpair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int,void*); + + Instance *instance_cull_result[MAX_INSTANCE_CULL]; + Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps + Instance *light_cull_result[MAX_LIGHTS_CULLED]; + int light_cull_count; + + Instance *exterior_portal_cull_result[MAX_EXTERIOR_PORTALS]; + int exterior_portal_cull_count; + bool exterior_visited; + + Instance *room_cull_result[MAX_ROOM_CULL]; + int room_cull_count; + bool room_cull_enabled; + bool light_discard_enabled; + bool shadows_enabled; + int black_margin[4]; + + Vector<Vector3> aabb_random_points; + Vector<Vector3> transformed_aabb_random_points; + + void _instance_validate_autorooms(Instance *p_geometry); + + void _portal_disconnect(Instance *p_portal,bool p_cleanup=false); + void _portal_attempt_connect(Instance *p_portal); + void _dependency_queue_update(RID p_rid,bool p_update_aabb=false); + void _instance_queue_update(Instance *p_instance,bool p_update_aabb=false); + void _update_instances(); + void _update_instance_aabb(Instance *p_instance); + void _update_instance(Instance *p_instance); + void _free_attached_instances(RID p_rid,bool p_free_scenario=false); + void _clean_up_owner(RID_OwnerBase *p_owner,String p_type); + + Instance *instance_update_list; + + //RID default_scenario; + //RID default_viewport; + + RID test_cube; + + + mutable RID_Owner<Room> room_owner; + mutable RID_Owner<Portal> portal_owner; + + mutable RID_Owner<Camera> camera_owner; + mutable RID_Owner<Viewport> viewport_owner; + + mutable RID_Owner<Scenario> scenario_owner; + mutable RID_Owner<Instance> instance_owner; + + mutable RID_Owner<Canvas> canvas_owner; + mutable RID_Owner<CanvasItem> canvas_item_owner; + + Map< RID, Set<RID> > instance_dependency_map; + + + ViewportRect viewport_rect; + _FORCE_INLINE_ void _instance_draw(Instance *p_instance); + + bool _test_portal_cull(Camera *p_camera, Instance *p_portal_from, Instance *p_portal_to); + void _cull_portal(Camera *p_camera, Instance *p_portal,Instance *p_from_portal); + void _cull_room(Camera *p_camera, Instance *p_room,Instance *p_from_portal=NULL); + void _render_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario); + void _render_canvas_item(CanvasItem *p_canvas_item,const Matrix32& p_transform,const Rect2& p_clip_rect,float p_opacity); + void _render_canvas(Canvas *p_canvas,const Matrix32 &p_transform); + Vector<Vector3> _camera_generate_endpoints(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max); + Vector<Plane> _camera_generate_orthogonal_planes(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max); + + void _light_instance_update_lispsm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range); + void _light_instance_update_pssm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range); + + void _light_instance_update_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range); + + uint64_t render_pass; + int changes; + bool draw_extra_frame; + + void _draw_viewport(Viewport *p_viewport,int p_ofs_x, int p_ofs_y,int p_parent_w,int p_parent_h); + void _draw_viewports(); + void _draw_cursors_and_margins(); + + + Rasterizer *rasterizer; +public: + + virtual RID texture_create(); + virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=TEXTURE_FLAGS_DEFAULT); + virtual void texture_set_data(RID p_texture,const Image& p_image,CubeMapSide p_cube_side=CUBEMAP_LEFT); + virtual Image texture_get_data(RID p_texture,CubeMapSide p_cube_side=CUBEMAP_LEFT) const; + virtual void texture_set_flags(RID p_texture,uint32_t p_flags) ; + virtual uint32_t texture_get_flags(RID p_texture) const; + virtual Image::Format texture_get_format(RID p_texture) const; + virtual uint32_t texture_get_width(RID p_texture) const; + virtual uint32_t texture_get_height(RID p_texture) const; + virtual void texture_set_size_override(RID p_texture,int p_width, int p_height); + virtual bool texture_can_stream(RID p_texture) const; + virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const; + + + /* SHADER API */ + + virtual RID shader_create(ShaderMode p_mode=SHADER_MATERIAL); + + virtual void shader_set_mode(RID p_shader,ShaderMode p_mode); + virtual ShaderMode shader_get_mode(RID p_shader) const; + + virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs=0,int p_fragment_ofs=0); + virtual String shader_get_vertex_code(RID p_shader) const; + virtual String shader_get_fragment_code(RID p_shader) const; + + virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const; + + /* COMMON MATERIAL API */ + + virtual RID material_create(); + + virtual void material_set_shader(RID p_shader_material, RID p_shader); + virtual RID material_get_shader(RID p_shader_material) const; + + virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value); + virtual Variant material_get_param(RID p_material, const StringName& p_param) const; + + virtual void material_set_flag(RID p_material, MaterialFlag p_flag,bool p_enabled); + virtual bool material_get_flag(RID p_material,MaterialFlag p_flag) const; + + virtual void material_set_hint(RID p_material, MaterialHint p_hint,bool p_enabled); + virtual bool material_get_hint(RID p_material,MaterialHint p_hint) const; + + virtual void material_set_shade_model(RID p_material, MaterialShadeModel p_model); + virtual MaterialShadeModel material_get_shade_model(RID p_material) const; + + virtual void material_set_blend_mode(RID p_material,MaterialBlendMode p_mode); + virtual MaterialBlendMode material_get_blend_mode(RID p_material) const; + + virtual void material_set_line_width(RID p_material,float p_line_width); + virtual float material_get_line_width(RID p_material) const; + + /* FIXED MATERIAL */ + + + virtual RID fixed_material_create(); + + virtual void fixed_material_set_flag(RID p_material, FixedMaterialFlags p_flag, bool p_enabled); + virtual bool fixed_material_get_flag(RID p_material, FixedMaterialFlags p_flag) const; + + virtual void fixed_material_set_param(RID p_material, FixedMaterialParam p_parameter, const Variant& p_value); + virtual Variant fixed_material_get_param(RID p_material,FixedMaterialParam p_parameter) const; + + virtual void fixed_material_set_texture(RID p_material,FixedMaterialParam p_parameter, RID p_texture); + virtual RID fixed_material_get_texture(RID p_material,FixedMaterialParam p_parameter) const; + + virtual void fixed_material_set_detail_blend_mode(RID p_material,MaterialBlendMode p_mode); + virtual MaterialBlendMode fixed_material_get_detail_blend_mode(RID p_material) const; + + + virtual void fixed_material_set_texcoord_mode(RID p_material,FixedMaterialParam p_parameter, FixedMaterialTexCoordMode p_mode); + virtual FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,FixedMaterialParam p_parameter) const; + + virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform); + virtual Transform fixed_material_get_uv_transform(RID p_material) const; + + virtual void fixed_material_set_point_size(RID p_material,float p_size); + virtual float fixed_material_get_point_size(RID p_material) const; + + /* SURFACE API */ + virtual RID mesh_create(); + + virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount); + virtual int mesh_get_morph_target_count(RID p_mesh) const; + + virtual void mesh_set_morph_target_mode(RID p_mesh,MorphTargetMode p_mode); + virtual MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const; + + virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat); //this is used by each platform in a different way + + virtual void mesh_add_surface(RID p_mesh,PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array(),bool p_alpha_sort=false); + virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const; + virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const; + + virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false); + virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const; + + virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const; + virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const; + virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const; + virtual PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const; + + virtual void mesh_remove_surface(RID p_mesh,int p_index); + virtual int mesh_get_surface_count(RID p_mesh) const; + + + /* MULTIMESH API */ + + virtual RID multimesh_create(); + virtual void multimesh_set_instance_count(RID p_multimesh,int p_count); + virtual int multimesh_get_instance_count(RID p_multimesh) const; + + virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh); + virtual void multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb); + virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform); + virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color); + + virtual RID multimesh_get_mesh(RID p_multimesh) const; + virtual AABB multimesh_get_aabb(RID p_multimesh,const AABB& p_aabb) const; + virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const; + virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const; + + virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible); + virtual int multimesh_get_visible_instances(RID p_multimesh) const; + + + /* PARTICLES API */ + + virtual RID particles_create(); + + virtual void particles_set_amount(RID p_particles, int p_amount); + virtual int particles_get_amount(RID p_particles) const; + + virtual void particles_set_emitting(RID p_particles, bool p_emitting); + virtual bool particles_is_emitting(RID p_particles) const; + + virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility); + virtual AABB particles_get_visibility_aabb(RID p_particles) const; + + virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents); + virtual Vector3 particles_get_emission_half_extents(RID p_particles) const; + + virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity); + virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const; + + virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points); + virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const; + + virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal); + virtual Vector3 particles_get_gravity_normal(RID p_particles) const; + + virtual void particles_set_variable(RID p_particles, ParticleVariable p_variable,float p_value); + virtual float particles_get_variable(RID p_particles, ParticleVariable p_variable) const; + + virtual void particles_set_randomness(RID p_particles, ParticleVariable p_variable,float p_randomness); + virtual float particles_get_randomness(RID p_particles, ParticleVariable p_variable) const; + + virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos); + virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const; + + virtual void particles_set_color_phases(RID p_particles, int p_phases); + virtual int particles_get_color_phases(RID p_particles) const; + + virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color); + virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const; + + virtual void particles_set_attractors(RID p_particles, int p_attractors); + virtual int particles_get_attractors(RID p_particles) const; + + virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos); + virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const; + + virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force); + virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const; + + virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false); + virtual RID particles_get_material(RID p_particles) const; + + virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable); + virtual bool particles_has_height_from_velocity(RID p_particles) const; + + virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable); + virtual bool particles_is_using_local_coordinates(RID p_particles) const; + + + /* Light API */ + + virtual RID light_create(LightType p_type); + virtual LightType light_get_type(RID p_light) const; + + virtual void light_set_color(RID p_light,LightColor p_type, const Color& p_color); + virtual Color light_get_color(RID p_light,LightColor p_type) const; + + + virtual void light_set_shadow(RID p_light,bool p_enabled); + virtual bool light_has_shadow(RID p_light) const; + + virtual void light_set_volumetric(RID p_light,bool p_enabled); + virtual bool light_is_volumetric(RID p_light) const; + + virtual void light_set_projector(RID p_light,RID p_texture); + virtual RID light_get_projector(RID p_light) const; + + virtual void light_set_param(RID p_light, LightParam p_var, float p_value); + virtual float light_get_param(RID p_light, LightParam p_var) const; + + virtual void light_set_operator(RID p_light,LightOp p_op); + virtual LightOp light_get_operator(RID p_light) const; + + virtual void light_omni_set_shadow_mode(RID p_light,LightOmniShadowMode p_mode); + virtual LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const; + + virtual void light_directional_set_shadow_mode(RID p_light,LightDirectionalShadowMode p_mode); + virtual LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const; + virtual void light_directional_set_shadow_param(RID p_light,LightDirectionalShadowParam p_param, float p_value); + virtual float light_directional_get_shadow_param(RID p_light,LightDirectionalShadowParam p_param) const; + + + /* SKELETON API */ + + virtual RID skeleton_create(); + virtual void skeleton_resize(RID p_skeleton,int p_bones); + virtual int skeleton_get_bone_count(RID p_skeleton) const; + virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform); + virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone); + + /* ROOM API */ + + virtual RID room_create(); + virtual void room_set_bounds(RID p_room, const BSP_Tree& p_bounds); + virtual BSP_Tree room_get_bounds(RID p_room) const; + + /* PORTAL API */ + + virtual RID portal_create(); + virtual void portal_set_shape(RID p_portal, const Vector<Point2>& p_shape); + virtual Vector<Point2> portal_get_shape(RID p_portal) const; + virtual void portal_set_enabled(RID p_portal, bool p_enabled); + virtual bool portal_is_enabled(RID p_portal) const; + virtual void portal_set_disable_distance(RID p_portal, float p_distance); + virtual float portal_get_disable_distance(RID p_portal) const; + virtual void portal_set_disabled_color(RID p_portal, const Color& p_color); + virtual Color portal_get_disabled_color(RID p_portal) const; + virtual void portal_set_connect_range(RID p_portal, float p_range); + virtual float portal_get_connect_range(RID p_portal) const; + + + + /* CAMERA API */ + + virtual RID camera_create(); + virtual void camera_set_perspective(RID p_camera,float p_fovy_degrees, float p_z_near, float p_z_far); + virtual void camera_set_orthogonal(RID p_camera,float p_size, float p_z_near, float p_z_far); + virtual void camera_set_transform(RID p_camera,const Transform& p_transform); + + virtual void camera_set_visible_layers(RID p_camera,uint32_t p_layers); + virtual uint32_t camera_get_visible_layers(RID p_camera) const; + + virtual void camera_set_environment(RID p_camera,RID p_env); + virtual RID camera_get_environment(RID p_camera) const; + + virtual void camera_set_use_vertical_aspect(RID p_camera,bool p_enable); + virtual bool camera_is_using_vertical_aspect(RID p_camera,bool p_enable) const; + + /* VIEWPORT API */ + + virtual RID viewport_create(); + + virtual void viewport_attach_to_screen(RID p_viewport,int p_screen=0); + virtual void viewport_detach(RID p_viewport); + + virtual void viewport_set_as_render_target(RID p_viewport,bool p_enable); + virtual void viewport_set_render_target_update_mode(RID p_viewport,RenderTargetUpdateMode p_mode); + virtual RenderTargetUpdateMode viewport_get_render_target_update_mode(RID p_viewport) const; + virtual RID viewport_get_render_target_texture(RID p_viewport) const; + + virtual void viewport_queue_screen_capture(RID p_viewport); + virtual Image viewport_get_screen_capture(RID p_viewport) const; + + virtual void viewport_set_rect(RID p_viewport,const ViewportRect& p_rect); + virtual ViewportRect viewport_get_rect(RID p_viewport) const; + + virtual void viewport_set_hide_scenario(RID p_viewport,bool p_hide); + virtual void viewport_set_hide_canvas(RID p_viewport,bool p_hide); + virtual void viewport_attach_camera(RID p_viewport,RID p_camera); + virtual void viewport_set_scenario(RID p_viewport,RID p_scenario); + + virtual RID viewport_get_attached_camera(RID p_viewport) const; + virtual RID viewport_get_scenario(RID p_viewport) const; + virtual void viewport_attach_canvas(RID p_viewport,RID p_canvas); + virtual void viewport_remove_canvas(RID p_viewport,RID p_canvas); + virtual void viewport_set_canvas_transform(RID p_viewport,RID p_canvas,const Matrix32& p_offset); + virtual Matrix32 viewport_get_canvas_transform(RID p_viewport,RID p_canvas) const; + virtual void viewport_set_global_canvas_transform(RID p_viewport,const Matrix32& p_transform); + virtual Matrix32 viewport_get_global_canvas_transform(RID p_viewport) const; + virtual void viewport_set_canvas_layer(RID p_viewport,RID p_canvas,int p_layer); + virtual void viewport_set_transparent_background(RID p_viewport,bool p_enabled); + virtual bool viewport_has_transparent_background(RID p_viewport) const; + + + /* ENVIRONMENT API */ + + virtual RID environment_create(); + + virtual void environment_set_background(RID p_env,EnvironmentBG p_bg); + virtual EnvironmentBG environment_get_background(RID p_env) const; + + virtual void environment_set_background_param(RID p_env,EnvironmentBGParam p_param, const Variant& p_value); + virtual Variant environment_get_background_param(RID p_env,EnvironmentBGParam p_param) const; + + virtual void environment_set_enable_fx(RID p_env,EnvironmentFx p_effect,bool p_enabled); + virtual bool environment_is_fx_enabled(RID p_env,EnvironmentFx p_effect) const; + + + virtual void environment_fx_set_param(RID p_env,EnvironmentFxParam p_effect,const Variant& p_param); + virtual Variant environment_fx_get_param(RID p_env,EnvironmentFxParam p_effect) const; + + + /* SCENARIO API */ + + virtual RID scenario_create(); + + virtual void scenario_set_debug(RID p_scenario,ScenarioDebugMode p_debug_mode); + virtual void scenario_set_environment(RID p_scenario, RID p_environment); + virtual RID scenario_get_environment(RID p_scenario, RID p_environment) const; + + + /* INSTANCING API */ + + virtual RID instance_create(); + + virtual void instance_set_base(RID p_instance, RID p_base); + virtual RID instance_get_base(RID p_instance) const; + + virtual void instance_set_scenario(RID p_instance, RID p_scenario); + virtual RID instance_get_scenario(RID p_instance) const; + + virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask); + virtual uint32_t instance_get_layer_mask(RID p_instance) const; + + virtual AABB instance_get_base_aabb(RID p_instance) const; + + virtual void instance_attach_object_instance_ID(RID p_instance,uint32_t p_ID); + virtual uint32_t instance_get_object_instance_ID(RID p_instance) const; + + virtual void instance_attach_skeleton(RID p_instance,RID p_skeleton); + virtual RID instance_get_skeleton(RID p_instance) const; + + virtual void instance_set_morph_target_weight(RID p_instance,int p_shape, float p_weight); + virtual float instance_get_morph_target_weight(RID p_instance,int p_shape) const; + + virtual void instance_set_transform(RID p_instance, const Transform& p_transform); + virtual Transform instance_get_transform(RID p_instance) const; + + virtual void instance_set_exterior( RID p_instance, bool p_enabled ); + virtual bool instance_is_exterior( RID p_instance) const; + + virtual void instance_set_room( RID p_instance, RID p_room ); + virtual RID instance_get_room( RID p_instance ) const ; + + virtual void instance_set_extra_visibility_margin( RID p_instance, real_t p_margin ); + virtual real_t instance_get_extra_visibility_margin( RID p_instance ) const; + + virtual Vector<RID> instances_cull_aabb(const AABB& p_aabb, RID p_scenario=RID()) const; + virtual Vector<RID> instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario=RID()) const; + virtual Vector<RID> instances_cull_convex(const Vector<Plane>& p_convex, RID p_scenario=RID()) const; + + virtual void instance_geometry_set_flag(RID p_instance,InstanceFlags p_flags,bool p_enabled); + virtual bool instance_geometry_get_flag(RID p_instance,InstanceFlags p_flags) const; + + virtual void instance_geometry_set_material_override(RID p_instance, RID p_material); + virtual RID instance_geometry_get_material_override(RID p_instance) const; + + virtual void instance_geometry_set_draw_range(RID p_instance,float p_min,float p_max); + virtual float instance_geometry_get_draw_range_max(RID p_instance) const; + virtual float instance_geometry_get_draw_range_min(RID p_instance) const; + + /* CANVAS (2D) */ + + virtual RID canvas_create(); + virtual void canvas_set_item_mirroring(RID p_canvas,RID p_item,const Point2& p_mirroring); + virtual Point2 canvas_get_item_mirroring(RID p_canvas,RID p_item) const; + + virtual RID canvas_item_create(); + + virtual void canvas_item_set_parent(RID p_item,RID p_parent_item); + virtual RID canvas_item_get_parent(RID p_canvas_item) const; + + virtual void canvas_item_set_visible(RID p_item,bool p_visible); + virtual bool canvas_item_is_visible(RID p_item) const; + + virtual void canvas_item_set_blend_mode(RID p_canvas_item,MaterialBlendMode p_blend); + + + //virtual void canvas_item_set_rect(RID p_item, const Rect2& p_rect); + virtual void canvas_item_set_transform(RID p_item, const Matrix32& p_transform); + virtual void canvas_item_set_clip(RID p_item, bool p_clip); + virtual void canvas_item_set_custom_rect(RID p_item, bool p_custom_rect,const Rect2& p_rect=Rect2()); + virtual void canvas_item_set_opacity(RID p_item, float p_opacity); + virtual float canvas_item_get_opacity(RID p_item, float p_opacity) const; + virtual void canvas_item_set_on_top(RID p_item, bool p_on_top); + virtual bool canvas_item_is_on_top(RID p_item) const; + + virtual void canvas_item_set_self_opacity(RID p_item, float p_self_opacity); + virtual float canvas_item_get_self_opacity(RID p_item, float p_self_opacity) const; + + virtual void canvas_item_attach_viewport(RID p_item, RID p_viewport); + + virtual void canvas_item_add_line(RID p_item, const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width=1.0); + virtual void canvas_item_add_rect(RID p_item, const Rect2& p_rect, const Color& p_color); + virtual void canvas_item_add_circle(RID p_item, const Point2& p_pos, float p_radius,const Color& p_color); + virtual void canvas_item_add_texture_rect(RID p_item, const Rect2& p_rect, RID p_texture,bool p_tile=false,const Color& p_modulate=Color(1,1,1)); + virtual void canvas_item_add_texture_rect_region(RID p_item, const Rect2& p_rect, RID p_texture,const Rect2& p_src_rect,const Color& p_modulate=Color(1,1,1)); + virtual void canvas_item_add_style_box(RID p_item, const Rect2& p_rect, RID p_texture,const Vector2& p_topleft, const Vector2& p_bottomright, bool p_draw_center=true,const Color& p_modulate=Color(1,1,1)); + virtual void canvas_item_add_primitive(RID p_item, const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width=1.0); + virtual void canvas_item_add_polygon(RID p_item, const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs=Vector<Point2>(), RID p_texture=RID()); + virtual void canvas_item_add_triangle_array(RID p_item, const Vector<int>& p_indices, const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs=Vector<Point2>(), RID p_texture=RID(), int p_count=-1); + virtual void canvas_item_add_triangle_array_ptr(RID p_item, int p_count, const int* p_indices, const Point2* p_points, const Color* p_colors,const Point2* p_uvs=NULL, RID p_texture=RID()); + virtual void canvas_item_add_set_transform(RID p_item,const Matrix32& p_transform); + virtual void canvas_item_add_set_blend_mode(RID p_item, MaterialBlendMode p_blend); + virtual void canvas_item_add_clip_ignore(RID p_item, bool p_ignore); + + virtual void canvas_item_clear(RID p_item); + virtual void canvas_item_raise(RID p_item); + + /* CURSOR */ + virtual void cursor_set_rotation(float p_rotation, int p_cursor = 0); // radians + virtual void cursor_set_texture(RID p_texture, const Point2 &p_center_offset, int p_cursor=0); + virtual void cursor_set_visible(bool p_visible, int p_cursor = 0); + virtual void cursor_set_pos(const Point2& p_pos, int p_cursor = 0); + + /* BLACK BARS */ + + virtual void black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom); + + /* FREE */ + + virtual void free( RID p_rid ); + + /* CUSTOM SHADE MODEL */ + + virtual void custom_shade_model_set_shader(int p_model, RID p_shader); + virtual RID custom_shade_model_get_shader(int p_model) const; + virtual void custom_shade_model_set_name(int p_model, const String& p_name); + virtual String custom_shade_model_get_name(int p_model) const; + virtual void custom_shade_model_set_param_info(int p_model, const List<PropertyInfo>& p_info); + virtual void custom_shade_model_get_param_info(int p_model, List<PropertyInfo>* p_info) const; + + /* EVENT QUEUING */ + + virtual void draw(); + virtual void flush(); + + virtual void init(); + virtual void finish(); + + virtual bool has_changed() const; + + /* RENDER INFO */ + + virtual int get_render_info(RenderInfo p_info); + virtual bool has_feature(Features p_feature) const; + + RID get_test_cube(); + + virtual void set_boot_image(const Image& p_image, const Color& p_color); + virtual void set_default_clear_color(const Color& p_color); + + VisualServerRaster(Rasterizer *p_rasterizer); + ~VisualServerRaster(); + +}; + +#endif |